8/19/13
New Jugger Matches!
I love this. Really, really do. A post-apocalyptic blood sport from a movie turned into real life fun.
This match is exciting and tons of fun.
8/17/13
D6 Star Wars: Massive Jedi Campaign Session 2 Slides
The slides from my epic Jedi campaign. Sorry about some formatting issues.
Star Trek FASA: Vice Admiral Fowler Garrett
My FASA Star Trek character:
His eye coloration is a result of a medical procedure gone wrong (I rolled a critical fail). He still has sight, but my GM has been worrying me with comments that lead me to believe this will not always be the case.
Anyway, I'm learning Gimp so I thought this would be good practice.
His eye coloration is a result of a medical procedure gone wrong (I rolled a critical fail). He still has sight, but my GM has been worrying me with comments that lead me to believe this will not always be the case.
Anyway, I'm learning Gimp so I thought this would be good practice.
7/8/13
Star Wars West End Games RPG - Jedi Campaign
I'm GMing a massive Jedi campaign in the old West End D6 system. This was my presentation for the first session. (Of course, they didn't have my font.)
3/15/13
3/4/13
FASA Star Trek: The Role-Playing Game - Custom Character Generation UPDATED AND EXPANDED
More updates on character creation for the FASA Star Trek
System!
New FASA Star Trek
Character Generation for a TNG Campaign
STEP 1: Choose
Race, roll Attributes and calculate Healing stats like normal.
Note:
Use the Master Skill List
STEP 2:
Pre-Academy Skills be handled according to the standard rules OR by using the background rules from Trader Captains and Merchant Princes.
These rules can help add flavor to new character.
Note: Trivia can
be used for skills other than typical trivia skills. Example: A player wants a
character to have tinkered with shuttlecrafts as a teenager. He selects Trivia, but can assign the rolled
rating to Shuttlecraft Sys Tech.
STEP 3: Optional: A
character can now attend University before he enters Starfleet Academy.
Characters may also attend a Merchant Academy, Merchant Apprenticeship or even
use Climbing the Ladder found in Trader
Captains and Merchant Princes.
STEP 4: Record
Academy skills like normal. Add Holodeck
Operation and Replicator Operation
with a rating of 10. Follow with Outside Electives (treat Trivia as stated above) and Advanced Study as usual.
Note: The curriculum of the Academy has been compressed into
1.5 years. It is considered General Education.
STEP 5: Branch
School is now treated like a college major and is folded into the 4 years of
the Academy. Helm/Nav, Sec/Tac and Eng are 2.5 years, so an officer finishes on
time in 4 years. Med and Sci are 3.5 years, so an officer finishes in 5 years.
(This is of course optional, but I find players enjoy playing characters that
are a bit younger.)
See new skill lists for Helm/Nav and Sec/Tac schools. Add Holodeck
Systems Technology and Replicator Systems
Technology at 10 to standard Eng Branch School skill list.
Follow with Outside Electives and Advanced Study as usual.
Example: A player decides his character will be a helmsman.
He has already attended the Academy for 1.5 years and Helm/Nav school is 2.5
years. So, his total academy time is 4 years.
Optional: An
officer can attend two different Branch Schools if the player desires. This should be considered a rare and the
player has to roll to be able to do so. Follow with Outside Electives and
Advanced Study as usual.
1-30 - Character can
attend any second Branch school of choice.
31-100 - Request denied.
31-100 - Request denied.
Modifiers: INT 70 or higher -10, LUC 70 or higher -10, LUC
40 or less +5, Vulcan -20 or other long-lived race.
STEP 6: Cadet
Cruise (see Metal Chart), Department Head School and Command School all are
resolved normally.
STEP 7:
Post-Academy Experience is mostly unchanged (see Metal Chart). The changes are
only on the Tour Assignment Table. Use standard table in the rule book for first
tour like normal then use the following table for every other tour. (Follow
special rules for last tours like normal.)
Tour
Assignment
|
-25
or less
|
-10
to -20
|
-5
to +5
|
+10
to +20
|
+25
|
Galaxy- Class Starship
|
1-30
|
1-20
|
1-10
|
|
|
Galaxy Exploration Com
|
31-50
|
21-40
|
11-20
|
1-10
|
|
Military Operations Com
|
51-60
|
41-50
|
21-30
|
11-20
|
1-10
|
Colonial Operations Com
|
61-70
|
51-60
|
31-40
|
21-40
|
11-30
|
Merchant Marine Com
|
71-80
|
61-70
|
41-50
|
41-60
|
31-60
|
Terraforming Command
|
81-85
|
71-80
|
51-65
|
61-70
|
61-90
|
Intelligence Operations Com
|
86-90
|
81-90
|
66-80
|
71-90
|
91-100
|
Star Base HQ Command
|
91-95
|
91-95
|
81-90
|
91-100
|
|
Starfleet Academy
|
96-100
|
96-100
|
91-100
|
|
|
Optional: An
officer can attend Active Officer University Programs, if desired. (Theses
should not be over used, but they can add an extra dimension to certain
characters.
If Intelligence Operations Command is rolled, the character
must attend Intelligence School. The school is only attended for the first
Intelligence tour if more are rolled. Roll length of tour normally, but +1 for
the school term (first tour only of course).
Intelligence School
Add 25 skill points to five of the following skills (a
skill cannot be chosen twice):
Administration
Assassination
Bribery
Carousing
Clandestine Operations
Cryptology
Disguise
Forgery
Holodeck Interrogation
Intelligence Procedures
Interrogation
*Language
Leadership
Negotiation/Diplomacy
Security Procedures
Stealth
Streetwise
Surveillance
Trade and Commerce
Value Estimation
Assassination
Bribery
Carousing
Clandestine Operations
Cryptology
Disguise
Forgery
Holodeck Interrogation
Intelligence Procedures
Interrogation
*Language
Leadership
Negotiation/Diplomacy
Security Procedures
Stealth
Streetwise
Surveillance
Trade and Commerce
Value Estimation
Then add 25 skill points to one of the following (can
be a skill chosen above):
Administration
Intelligence Procedures
Security Procedures
Intelligence Procedures
Security Procedures
Outside Electives: 2 new skills at 1D10, Advanced Training:
INT/10 rounded up at 1D10, Length: 1 year
STEP 8: Finish
character as recorded in the rule book.
Note: Per 2 years in Intelligence 1 roll on Administration or Intelligence Procedures
Optional: A
character may resign from Starfleet at some point. Determine at what career stage
the character retires then follow the rules in Trader Captains and Merchant Princes AND/OR follow the Civilian Rules.
3/3/13
Star Trek: Aurora
If you are a Star Trek fan, please do yourself a favor. Watch the fan created, Star Trek: Aurora and do it now!
Join a merchant captain and her faithful crew mate in a finely-crafted story that will make you long for more.
Star Trek: Aurora does not disappoint!
2/27/13
1/16/13
Star Trek Civilian Rules for the FASA Role-Playing System
Creating a Civilian Character
Determine attributes and background skills as usual.
Then have the character attend one or two universities. All
depending on the experience level, of course. The option of attending the
Daystrom Institute is available.
Also, the character could be created as a Starfleet
officer and then resign at a certain rank. Just proceed with civilian career
path after resignation.
Career Path
Number of positions is rolled as normal. Although, a player
may wish to have more experience so they may roll a second time. Add the 2
rolls together. If the player is making a character whose race has a long
lifespan more rolls can be added, but please consult with your GM.
For Attributes
|
|
INT 60+
|
-1 tour
|
LUC 60+
|
-1 tour
|
LUC 40 or less
|
+1 tour
|
For Destined Rank
|
|
Novice
|
-1 tour
|
Professional
|
No Modifier
|
Manager
|
+1 tour
|
Director
|
+2 tours
|
Expert
|
+3 tours
|
For Position, Cumulative
|
|
High Government, Head of Large Corporation
|
+3 tours
|
Low Government, Head of Small Corporation
|
+2 tours
|
Department Head
|
+1 tour
|
Recognized
|
+1 tour
|
Civilian Career Path
Chart
Civilian positions are rolled as normal using the OER from the
basic rule book. Same modifiers apply.
Public positions are the most desirable.
Starfleet positions mean the character is a civilian contractor.
Private means
the character is employed by a for-profit corporation.
Length of the position
is determined as normal. If the player feels the character would not move on to
another position quickly, up to 4 length rolls can be applied to one position.
SECTOR
|
POSITION
|
-25
or less
|
-10
to -20
|
-5
to +5
|
+10
to +20
|
+25
|
Public
|
|
|
|
|
|
|
|
Research Group Explor. Vessel
|
1-30
|
1-10
|
1-10
|
|
|
|
Research Group/Think Tank
|
31-50
|
11-20
|
11-20
|
|
|
|
University Professor
|
51-70
|
21-30
|
21-30
|
|
|
|
Government: Non-Elected
|
71-90
|
31-40
|
31-40
|
|
|
|
Government: Elected
|
91-100
|
41-50
|
41-50
|
|
|
Starfleet
|
|
|
|
|
|
|
|
Exploration Vessel
|
|
51-60
|
51-60
|
1-10
|
|
|
Research Vessel
|
|
61-70
|
61-65
|
11-20
|
1-10
|
|
Colonization
|
|
71-80
|
66-70
|
21-30
|
11-20
|
|
Starfleet Academy
|
|
81-90
|
71-75
|
31-40
|
21-30
|
|
Star Base HQ Command
|
|
91-100
|
76-80
|
41-50
|
31-40
|
Private
|
|
|
|
|
|
|
|
Commerce Vessel
|
|
|
81-85
|
51-60
|
41-50
|
|
Research & Development
|
|
|
86-90
|
61-70
|
51-60
|
|
Colonization
|
|
|
91-95
|
71-80
|
61-70
|
|
Administration
|
|
|
96-100
|
81-100
|
71-100
|
Civilian Skill Advancement
INT 70+ - 2 skill rolls
LUC 70+ - 1 skill roll
For every 2 years on a Research Group Exploration Vessel – 1
skill roll
For every 2 years as University Professor or Starfleet
Instructor – 1 roll on Instruction
For every 2 years on all Private positions – 1 skill roll on
Trade and Commerce OR Economics
For every 2 years on a Commerce Vessel – 1 skill roll on
Value Estimation OR Carousing OR Streetwise
For every 2 years at Star Base HQ Command or Government:
Non-Elected – 1 skill roll on Administration
For every 2 years in Government: Elected – 1 skill roll on
Political Science OR Law (same as government)
For every 2 years in a “Research” related position – 1 skill
roll on Research
For every 2 years on a “Colonization” related position – 1 skill
roll on 1 Planetary Science OR 1 Planetary Survival OR Civil Engineering OR Construction
For every 6 years of civilian service – 1 new skill at 1D10
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